Test Update 11/12/2019 - Patch Notes and Discussions

Discussion in 'Test Update Notes and Bug Roundup' started by EQ Dev, Nov 12, 2019.

  1. EQ Dev Developer

    November 12, 2019
    _____________________

    *** Spells ***

    - Corrected an issue where bards couldn't interrupt spells if they were not originally bard songs.


    *** AA ***

    - All - The First, Second, and Third Spire abilities for each class have been consolidated into a single Spire.
    - - - Spire buffs that offer different effects for the caster and the caster's group have been renamed 'Apex of _' while the self-targeted buffs from spires remain 'Spire of _'.
    - - - Adjusted the majority of spire buffs to reduce stacking conflicts.
    - - - Berserker - Changed the name of the spire from 'Savagery' to 'of the Juggernaut'.
    - - - Cleric - Changed the name of the spire from 'Divinity' to 'of the Vicar'.
    - - - Monk - Removed the triggered Rising/Waning buffs and included the benefits of the Rising Focus as part of the combined spire buff. Increased the melee mitigation percentage of Sensei's Guard.
    - - - Necromancer - Tripled the base damage of the pet proc and changed the effect from damage over time to a direct damage lifetap.
    - - - Paladin - Changed the name of the spire from 'Holiness' to 'Chivalry'.
    - All - Ranks 1-3 of Mental Fortitude have been renamed Adamant Will for all classes. The functionality of the ability is unchanged.
    - - - Bard - Consolidated Belltone Mind, Fluid March, and The Show Must Go On into a bard specific version of Adamant Will with new ranks 1-3 and refunded ranks 1-3 of the general class Adamant Will.
    - - - Monk - Renamed Agile Feet to a monk specific version of Adamant Will with new ranks 1-3 and refunded ranks 1-3 of the general class Adamant Will.
    - - - Paladin - Renamed Defender's Defiance to a paladin specific version of Adamant Will with new ranks 1-3 and refunded ranks 1-3 of the general class Adamant Will.
    - - - Shadowknight - Renamed Dreadlord's Defiance to a shadowknight specific version of Adamant Will with new ranks 1-3 and refunded ranks 1-3 of the general class Adamant Will.
    - - - Warrior - Renamed Myrmidon's Defiance to a warrior specific version of Adamant Will with new ranks 1-3 and refunded ranks 1-3 of the general class Adamant Will.
    - - Bard - Removed all ranks of Focus: Denon's Dirge of Disruption and moved the effects of this group to the equivalent ranks of Focus: Brusco's Burning Call.
    - - Berserker - Focus: Axe of Numicia has been renamed Focus: Axe of the Aeons and now improves the base damage of both the Axe of Numicia and Axe of the Aeons combat ability lines.
    - - Berserker - Consolidated Throwing Mastery, Juggernaut's Mastery of Throwing, and Juggernaut's Weapon Mastery into a single ability line named Weapon Mastery of the Juggernaut.
    - - Cleric - Consolidated Vehement Recompense to be ranks of Recourse of Life. Improved the healing and rune offered by all ranks of Recourse of Life and changed all ranks to trigger off of either direct damage or stun spells within a 10 level range of the equivalent rank's expansion level cap. The protection offered by this ability now guards against both spell and melee damage.
    - - Druid - Removed all ranks of Peaceful Spirit of the Wood and Peaceful Convergence of Spirits. The standard (non-peaceful) versions of these abilities have been changed to trigger an additional blockable damage shield buff named Spiritwood Spikes.
    - - Druid - Added additional ranks to Dire Charm that allow animals to be charmed without the chance to break for up to 6 minutes.
    - - Magician - Focus: Fickle Conflagration has been renamed Focus: Capricious Fire and now includes the Chaotic Fire line of spells.
    - - Magician - All ranks of Elemental Conversion have been changed to return 33% of the damage dealt to your summoned pet as mana rather than returning mana as a separate spell effect. The health/mana values for each rank are unchanged.
    - - Monk - Increased the value of all ranks of Combat Fury.
    - - Monk - Removed all ranks of Improved Step Pattern and moved the effects of this group to the equivalent ranks of Improved Synergy.
    - - Monk - Consolidated Disciple of the Tonfa and Disciple of the Katori into a single ability line named Weapon Mastery of the Katori.
    - - Necromancer - Added additional ranks to Dire Charm that allow undead creatures to be charmed without the chance to break for up to 6 minutes.
    - - Necromancer - Removed all ranks of Focus: Vollmondnacht Orb and moved the effects of this group to the equivalent ranks of Focus: Impose for Blood.
    - - Paladin - Consolidated Improved Blunted Blade Strike to be ranks 17-21 of Blessing of Light.
    - - Paladin - Consolidated Two-Handed Bash, Immobilizing Bash, Vicious Smash, and the improved stun effect for bash attacks from Overpowering Strikes into a single ability line named Improved Bash. The resist modifier improvements offered by Overpowering Strikes are now integrated as new ranks of Improved Stuns.
    - - Paladin - Consolidated Weapon Mastery of the Knight and Valiant Blade into a single ability line named Weapon Mastery of the Knight. This was done by replacing Valiant Blade with ranks of the shadowknight equivalent line Bloodthirsty Blade, resulting in earlier ranks of Weapon Mastery of the Knight now being available to the paladin class.
    - - Ranger - The damage shield component of Convergence of Spirits will now apply as a separate blockable buff named Spiritwood Spikes.
    - - Ranger - Consolidated Archery Mastery, Bow Mastery, Close Combat Mastery, and Scout's Weapon Mastery into a single ability line named Weapon Mastery of the Scout.
    - - Rogue - Fixed an error with ranks 5-6 of Focus: Exuberant Dagger-Throw that prevented Forceful Dagger-Throw from being focused.
    - - Rogue - Consolidated Assassin's Weapon Mastery, Rake's Powerful Aim, and Weighted Strikes into a single ability line named Weapon Mastery of the Assassin.
    - - Shadowknight - Consolidated ranks 1-5 of Improved Spite of Ronak to be ranks 16-20 of Soul Abrasion.
    - - Shadowknight - Consolidated Two-Handed Bash, Immobilizing Bash, Vicious Smash, and the improved stun effect for bash attacks from the cleric/paladin ability Overpowering Strikes into a single ability line named Improved Bash.
    - - Shadowknight - Consolidated Bloodthirsty Blade and Knight's Weapon Mastery into a single ability line named Weapon Mastery of the Knight.
    - - Warrior - Consolidated Merciless Grip and Warlord's Weapon Mastery into a single ability line named Weapon Mastery of the Warlord.
    - - Wizard - Removed all ranks of Focus: Permeating Magic and moved the effects of this group to the equivalent ranks of Focus: Claws.
    - - Wizard - Arcomancy, Cryomancy, and Pyromancy have been consolidated into a toggled passive ability named Trifurcating Magic.
    - - - Increased the chance for fire and ice spells to trigger their additional effects to match magic spells.
    - - - Increased the hate reduction of Pyromancy to include 2% of your total hate.
    - - - Changed Arcomancy to apply a buff on the wizard that will increase the damage of your next 5 spells and increased the damage focus amount.
    - - - Changed Cryomancy to reduce the target's cold, fire, and magic resists, deal damage, suppress gate spells, and removed Cryomantic Snare.


    *** Miscellaneous ***

    - Fixed a potential client crash if you used a Potion of Disgenderment soon after logging into a zone.
    - Addressed a potential client crash when leaving the game.
    - Addressed a zone stability issue related to buffs / debuffs on NPCs.
    - Fixed a bug where picking as a group wasn't properly sending players to the evac point of a zone.
    - Addressed a client crash issue when camping to server select or desktop.
    - Corrected an issue where a player could get stuck unable to cast spells or use items when dying and drinking alcohol.


    *** UI ***

    - Addressed a potential crash issue in the UI related to entering character select or running the /loadskin command.
    - Added a message when players activate a combat ability, visible to themselves and others.
    - - Added a chat filter for other's disciplines that can turn off these messages, and modified the existing discipline filter so you can turn off your own activate messages.
    - Mercenaries will now display their correct name in taunt messages.
    - Rank 1-18 of Mana Burn once again will display damage done in the combat log.

    - The EverQuest Team
    Yinla, Mithra, Dythan and 2 others like this.
  2. Recalllgon New Member

    can not log in. i am trying to log into test but it keeps trying to connect to live
    Mithra likes this.
  3. Mithra Augur

    - - Monk - Increased the value of all ranks of Combat Fury.

    Can Rogues get some love too?
  4. klanderso Developer

    This is unrelated to the Test update today and is currently being worked on by our Ops team.
  5. kizant Augur

    Don't worry, Rogue Combat Fury will be just as good as the Monk new version too!
    Ssdar and Sancus like this.
  6. Teylana Elder

    I may have missed it in the notes but are the timers for the spires being adjusted at all or are they being left alone?
  7. Riou EQResource

    Rogue combat fury is only below like zerkers value

    Monk combat fury was knight/hybrid level (like 60% of Rogues value before this patch, below Warriors too), now it will equal Rogues where it should have always been

    ber 255%
    rog 230%
    war 200%
    pal,sk,rng,mnk,bst,brd 160%

    after patch monk added to rogue tier -
    mnk,rog 230%

    Left alone, they are just merged into 1 instead of 3
    Gyurika Godofwar and Teylana like this.
  8. Gherig Addicted since Aug 1st, 1998

    Only half fixed. Camping from game to character select works again, but when you go from Character select to server select you still black screen / hang most of the time or end up at this screen skipping server select.

    [IMG]
  9. Kloven Elder

    do we have an ETA for this monthly update to the servers? the /cal says tomorrow but doesn't look tested and nothing in forums for a Wednesday patch.
  10. Sancus Augur

    The calendar data looks wrong. I would heavily bet on next Wednesday, November 20th.
    Szilent, Yinla and klanderso like this.
  11. Cragzop Cranky Wizard

    Would be really nice if the Druid Black/White Wolf AA line combines made it into this patch as well.



    Looks like they broke the Update thing on the /calendar. Now no future month lists the standard 3rd Wednesday update as well.
  12. Wulfhere Augur

    What about Spire stacking issues? Most of the classes 2nd and 3rd spires have conflicts.
  13. kizant Augur

    They addressed at lot of those. What remaining one are you concerned about? They're probably waiting on players to point out anything they missed.
  14. Saer-tse-tao Journeyman

    First off I would like to say this looks like a fantastic idea and am happy with this patch. It seems to improve the Spire AAs by making them all function at once, but I am concerned about a change to the timer and that this does not address the spires that are useless bc of being outdated.

    Is it me or did they forget about Enchanters?
    --Third Spire is great - still use it often.
    --First Spire is a joke as it stands. All they need to do to make this viable would be to generate one doppelganger upon activation and a second would pop if struck.
    --Second Spire is outdated. The mana return should be adjusted to reflect the growing mana pools and costs. Personally, I would love to see it give a large amount upon activation then have an increased regen rate. Another option would be to decrease spell costs while this spire is active.
  15. Jhenna_BB Proudly Prestigious Pointed Purveyor of Pincusions

    It’s the same for all classes. We all have a poopy, a situational and an amazeballs spire. Spire 1 and 3 always in use for Rangers is an asset, for sure. That seems to be the case for all classes in similar ways.

    The only negative is having 3 buffs that are spires in your buff window, this is the case for Ranger anyway. Some buff slot management may need to be used if events have multiple debuffs on players. I think we’ll all deal with it as this is one of the best consolidations Dazarn has executed :)
    Saer-tse-tao likes this.
  16. Covennx Augur



    Isn't that why monks got higher burst of power, higher strikethrough, higher veterans wrath? So if it's just doing the equality thing, do they need bump up rogues other aa's to match monks? Or bring monks aa's down to the rogue level "where it should have always been"?
  17. Cragzop Cranky Wizard

    All the aa changes (and more) are in Beta right now and probably getting far more testing/love than if these were just implemented on Test. Looks like they basically put in everything through 11-05-19 from the AA Beta thread.

    As far as Spires go, timer doesn't change (still 90s coverage every 7m30s at max aa level). Some spires are definitely less desired, didn't age as well as others, but there wasn't a real effort to go over every single one for each class. Just wanted to combine and make sure there were not any bugs or stacking conflicts.

    Also, remember that some classes (like Enchanters) get Spires that act on group while some (like Wizards) only have self effects. Balancing/modernizing effects is something that better served during cleanup in Spring/Summer when real attention can be paid.
    Corwyhn Lionheart likes this.
  18. Dzarn Developer

    Please let me know if there are any specific stacking conflicts that prevent Spire/Apex buffs from landing or are causing them to overwrite other buffs. I made an effort to evaluate the stacking in each case to minimize any conflicts between self/group abilities.

    Note: Due to the way our patch notes are generated there may be additional spell/AA changes that are currently being worked on during Beta that may not have a Test patch note yet.
  19. Darchon_Xegony Augur

    This sounds very nice. I’d like to see this make it live.
  20. Riou EQResource

    Rogues have 100% strikethrough already

    Monk burst and veteran is slightly higher sure, the gap between them isn't in the same ballpark as the gap in crit rate mod was though

    Neither of them are at Knight/Warrior/Hybrid level where they don't belong being as they are pure DPS classes in any of those AA really either

    it's also not really about a monk vs rogue thing, it's about not holding monk dps back by always putting them with Knights/Hybrids when they don't have the utility or side roles or anything close in that realm to justify crippling monks

    it's why monks have been trash for like 7 of the past 8 expansions and have only getting better recently

    if rogues are in a bad spot ask for boosts somewhere where they are held back :p